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Do you think this is a viable background?

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Voting closed: March 31, 2003, 06:37:15 AM

Author Topic: The world of Kerren  (Read 28730 times)

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Offline MoonHunter

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#75 How the game needs to be presented.
« Reply #75 on: May 21, 2003, 01:37:19 AM »
Kerren is like Pern, like every DnD world is like Tolkein... basically the same components, but packaged and presented a new way.  If you are going to have dragons that are not stabled like horses, you are going to have something like Pern.  Those comparisons are going to be unavoidable in the mind of anyone who has read Pern, but the same could be said about any Western Fantasy world and Tolkein.  

It needs to be presented as a Swords and Planet world, one where you get elements of low tech and fantasy (Spears, Dragons, etc) and Science Fiction (Colonial StarFlight, Some technology that survives, and science explaining all the magikal elements (warp, Zhan, etc).  The world has more limits on it (Dragon teleporting, Dragon semi-intelligence, zhan monsters, etc) that increase the drama and provide gamers something to do.  The elements presented later in the thread are some of the things which make the world more unique (building, food, animals, and the Encyclopedia Kerrenian entries).  In addition to all the tangible differences, any game pack created from this work needs campaign advice.  The first one is the way to weave the characters together, in a way moreso than "you are all part of the same wing". The style of the game needs to promote soap opera punctuated monster fighting (given the scope of the monsters... if kicking monster butt is all you do, it will become boring soon... besides if you are doing your job, there will be no monsters).  So you need style directions on how to present that kind of game.    Lastly, I will need to provide megaplot lines for the GM, such as A Prime Warden situation, and a few others.  

In format:
The first few pages will include story bits and entires about the world in alternating sections.  First a story bit (one to two small paragraphs expressing a scene or situation) to give some flavor and the look of Kerren. The alternating sections will include a movie text/ book blurb intro to the world, A minihistory, Zhan section, and Kerren Today (Wards/Dragons).  A mini map will be in this section.  

On the sidebar through the entire book, there will be Encyclopedia Kerren entries.  If you peruse these, you will get a good feel for the world in small cute chunks.  

The Next section will be character creation, 1/3 of which you have seen in the Archetypes area.  The first part will be about generating character conceptions, and how to story weave characters together.  The rest will be the Archetypes, gifts/ flaws for the genre/ setting, and some other details.

The section next will be on Dragons (including Ryding, Warping, and all that)

The next section will be about the rest of the flora and fauna of Kerren.

The next will be society section, including technology and such.
   Equipment list

GMing/ Campaigning
info about the world, dove tailing with the previous section, key ideas for running a swords and planet/ Kerren game, things to consider when setting up your campaign (megaplotlines and storylines).  
     The Creation of a Cluster/ Ward section will be here.

Example characters, so you can fill out other wards or get character ideas

appendix of useful things.. Map, Map of sample Warren, City. A few forms.
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Offline MoonHunter

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76 Scanner not giving me a good copy
« Reply #76 on: May 24, 2003, 03:08:58 AM »
I will try the map again later.
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Offline MoonHunter

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77 I am getting a little burned out.
« Reply #77 on: May 24, 2003, 03:12:28 AM »
My current problem is that I am just not motivated to write anymore.  I have writers block/ burn out bad.  There are real projects I need to do that I can't.  Kerren was a little exercise to get my creative muscles going.  When I had feedback or comments from others, I became motivated.  I am not receiving the inputs like I used to on this thread.  Without this, Kerren becomes a chore and something I am not motivated to do.  I will plug at this from time to time, unless someone asks me a question or has a comment.. then I will answer.
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Offline Ria Hawk

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The world of Kerren
« Reply #78 on: May 24, 2003, 12:05:35 PM »
So leave it alone until you feel like working on it again.  I haven't been commenting because you seem to be getting it thouroughly (sp?) thought out.  Don't feel bad.  I haven't worked on Antasia in like... months.
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Offline CaptainPenguin

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The world of Kerren
« Reply #79 on: May 24, 2003, 01:32:28 PM »
D'arr!

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Yarr!
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No. It is not closed to being finished.
« Reply #80 on: May 25, 2003, 04:04:12 AM »
Dragon information. Size, type. biology.
Finishing the campaign sections or give more of it...
Equipment list.. but you can make your own for right now...
   (note- notches for price reference.)
to name the few things right off the top of my head that are needed.
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Offline Strolen

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More Random Thoughts
« Reply #81 on: May 27, 2003, 05:20:31 AM »
Generic unfiltered thoughts/questions. Sorry if they were answered somewhere else. I tried to make sure the questions weren't asked but may have missed something. There is a lot of stuff.

Quote from: "Moonhunter"

The original population decided to do without money, so they created a central distribution system with record keeping, like the Feudal Japanese system. It is very efficient. It also allows for external bartering for credit.


No money? I am not familiar with the Japanese system you speak of. Gold or other precious items wouldn't be coveted then above other things? How does that work. Is there something specific to the world that makes itself innately valuable?

Quote from: "Moonhunter"

Hmmm. If this is the case there are probably "watch towers", waystation that the Ryders have set up to land and rest. The watchtowers make for convenient jump points, one warp apart (figure 300 miles), and all you need to do is learn the jump points on the route to where you are going... rather than having to memorize dozens of locations. Towers make for regular routes as well. (That is a strike against them... but we will see).

So these way stations might build up little colonies... like the restraunts/ gas stations/ tourist traps you find along a long strech of boring highway. They might be used by ground traders as well. However, given the large and carnivorous nature of the local fauna, maybe not.


What do dragons eat? Since they are large and traveling great distances are they 'corralled' or are they forced to then go hunt themselves some food. Could make a big difference on how the way points are structured. Not ground traders but perhaps there are specialized 'pack dragons' to solve this logistical problem.

Quote from: "Moonhunter"

There is no organized religion on Kerren. Either there were no priests, or the priest died early on and the doctor/ healers took over as the spiritual leaders of the people. Since they were doing the educating, it was easy.


Good plot possibility. Obviously human nature does not lend itself well to such conformity. Those that are isolated from the main population (watch tower people for instance) may find a more 'Kerren' type of worship, whether it be more nature oriented or whatever. There is bound to be those that start converting to self made or bastardized types of religions.

Quote from: "Moonhunter"

Bio-crete: A substance just being developed. Throw a yeast, some biomass, and some warm water into a mold and a few days later... out pops a wall, a dome, or whatever. If they can keap a yeast starter alive, they can still be using this stuff.


This substance, if it is actually strong enough, could make for some VERY interesting architecture and could define different wards by the person that made/designed them. They could also develop the Japanese type roofs for 'deflecting' evil from above. Depending on the weight it wouldn't be a big stretch to make a ward 'ceiling' to protect from the uninvited warping guests. At least have somebody that has mastered the art to make something spectacular. Adobe is fine, but something out of the ordinary might be fun too.

Quote from: "Moonhunter"
Warfare is unknown on Kerren. Humans do not kill other humans on a large scale (though duels, near lethal brawls, and murders) do happen.


Just have a hard time grasping it. All peace and harmony is hard to swallow. Of all the warrens that got to be pretty much segregated because of the nature of the land, there has got to be a Prime Warden or Warden that has opposing views. It is a dangerous place, fit of the fittest and smartest. A land of peace just needs to be justified better to me other then religion. How long have they been here again? Maybe my perspective is skewed. If it has been more then a few generations then I would have to say some kind of ward vs. ward battle is almost inevitable at some point. Maybe there was one in the history and all involved were killed so it doesn't happen again now those that are against the norm are all underground.

Will have to see if you have a series of laws that make it extreme enough to not even want to start a brawl which may grow over time to civil unrest in a warden or something.

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Offline MoonHunter

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#82 Money, Money, Money....
« Reply #82 on: May 28, 2003, 02:22:59 AM »
Moonhunter wrote:

The original population decided to do without money, so they created a central distribution system with record keeping, like the Feudal Japanese system. It is very efficient. It also allows for external bartering for credit.

Strolen wrote:
No money? I am not familiar with the Japanese system you speak of. Gold or other precious items wouldn't be coveted then above other things? How does that work. Is there something specific to the world that makes itself innately valuable?

--------------------------------------------------------------------------
The Colonists came to Kerren with some Utopian ideals, as so many colonists going so many different places in human history have done.  They came to Kerren to escape many of the problems of Earth. The foremost was high technology (admittedly Kerren's technology is a bit lower than they originally expected... darn electrosensitive Saurians).  One of their others was living closer to the natural world, ecologial sensitivity and a non ownership view of land, (shepard view rather than owner view)

The Kabutz social model was a utopian one, and one of the few commune structures that have worked throughout history.  It is also well suited for a lower technology level.  By applying that model, they get a cooperative socialist structure (The step before Marxian Communism, not the kind certain revolutionaries actually implimented).  

One of the keys of the Kabutz is a central warehousing and distrobution of goods. One of the others is minimal private property.  In the Kabutz system, all decisions and allotments are made by the entire group.  In Kerren, one person is the central coordinator. The Warden, the head of the ward, is the head of distrobution of resources in the Ward. He takes input in from the Senior/ Important members of the Ward, but he is the final word. He works with the High Warden and the central council of Wardens (in which the Warden is a part) to even out issues of equitable trade between Wards, should a ward have a need that the local people can not meet.  The Central coordinator role is what makes this economic system more akin to the Nihon Feudal system, than Kabutz.

On Kerren, the locals acknowledge that Gold and certain gems are keen and somewhat more valuable than their utilitarian needs.  However, this world has even fewer metalic resources that Japan or even Greece. If an economy is based on a material, there has to be enough of the material to use for the economy.  There is not enough Gold on Kerren to make this possible.  In fact, Iron would be the "precious metal" of Kerren.  However, they really do not have enough of it to make an economy.  Combine this with a bunch of silly utopians, and you get an initial economy that does not have money.  

There really isn't anything organic that would substitute well. Organics is something that this planet has way, way too much of. (One of the reasons it was colonized).

So there system is one of Ledgers for big trade and Barter for little trade.  
Every person gets a minimum amount of resources noted towards there name. To receive more resources, you are expected to produced for the Ward.  When you make an expected amount, you recieve more goods.  If you produce more than the expected amount, you get that extra alloted towards your name.  You can then borrow against this, i.e. barter with them at the warehouse.  So you make pans. You want blankets. You goto the warehouse and someone there checks the ledge, marking off one of your spare pans, for three blankets, or some listed trade rate.  The whole system is a check and balance, double entry book keeping system.  

Or you can take your excess and barter it with any excess others might have.  You can do this in person, or by writing a draft and making the change in the central ledger.  

If you have an excess, you can have a trader sell it somewhere else. paying a Ryder to transport it there. You can then trade those items for what you need.  

Wardens sell larger lots of excess to other Wards that need them.  Since a plauge a few generations back, not every location can make all their domestic needs.  However, between the Kerren central economy and the fact that any amount of goods can be tranported anywhere in the world within an hour or two, this has not been a problem for the people.

One of the advantages of this is there are no "muggings" for cash or money.  However theft becomes more important. However, Each Kerren Cluster or Outland Village is a fairly small places (1-3000 or 100-10), so you know who has what and everyone's business.  

One thing I will be implimenting is a "slash" on the equipment list, much like the Beaver Marks used in Canada. FYI: Older shops in Canada mark the back of tags with slashes/ marks, showing how many Beaver Pelts it would take to buy this (Each one is about $12.50 Canadian last time I was there). This will give players, people used to using money, a general idea of how things are valued against each other.  

One of the hardest things in this game environment will be breaking players of the "Money habit".  L5R did an okay job of bringing this idea across, and it is the only successful game to do so.

Oh the Japanese Feudal system had money, it was not commonly used until the prevolance until the "merchant class" rose to prominence around the 1300s.  Kerren does not need money because these people already had the technology of a credit/ inventory system.
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Offline MoonHunter

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#83 Waysations and Dragon's eating habits
« Reply #83 on: May 28, 2003, 04:39:52 AM »
MoonHunter said:
....So these way stations might build up little colonies... like the restraunts/ gas stations/ tourist traps you find along a long strech of boring highway. They might be used by ground traders as well. However, given the large and carnivorous nature of the local fauna, maybe not.  

Strolen said:
What do dragons eat? Since they are large and traveling great distances are they 'corralled' or are they forced to then go hunt themselves some food. Could make a big difference on how the way points are structured. Not ground traders but perhaps there are specialized 'pack dragons' to solve this logistical problem.

What do dragons eat? Meat and Rocks. I am not sure if that makes them omnivores.  They are primarily carnavores, that eat certain kinds of stone to help digestion and generate gas (for lift and flame).  One of the reasons they dig burrows in cliff sides is for dragon rocks.  

They are large and are travelling great distances in a blink of the eye, because of warp. Figure one minute tops of flying between warp. Notes: They are also fairly intelligent/ semi sentient and can talk in a fashion to their ryder.  They can hunt on their own if pressed.  They like swooping down upon a corralled gip herd and pick up some fast food. (The only difference between domesticated and non domesticated gip herds is the fence keeping non dragons from snacking on them).  They probably won't need much food at a waystation (for dragons) as a waystation would be in the middle of the wild nowheres.  Most of the time they warp to and from villages or clusters or major terrain features (memorable locations).  

Note to self: Write example of conversation with dragon, to give people a better idea on how they communicate.
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Offline MoonHunter

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#84 Religions
« Reply #84 on: May 28, 2003, 04:44:21 AM »
Moonhunter wrote:

There is no organized religion on Kerren. Either there were no priests, or the priest died early on and the doctor/ healers took over as the spiritual leaders of the people. Since they were doing the educating, it was easy.  

Strolen wrote:
Good plot possibility. Obviously human nature does not lend itself well to such conformity. Those that are isolated from the main population (watch tower people for instance) may find a more 'Kerren' type of worship, whether it be more nature oriented or whatever. There is bound to be those that start converting to self made or bastardized types of religions.

The only religion is a vauge spiritualistic system, kind of resembling the Jedi Force, without Jedi or paranormal magik tricks.  Similarities can be drawn to Wicca.  Since the priest died off early, most of the trappings died with him.  

A new messiah could be one of the metaplots that a GM could add to revitalize a stale campaign. Other sample metaplots were Star People or a conflict of succession of the High Warden.
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Offline MoonHunter

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#85 Cool elements of the Biocrete type
« Reply #85 on: May 29, 2003, 04:42:53 AM »
Moonhunter wrote:

Bio-crete: A substance just being developed. Throw a yeast, some biomass, and some warm water into a mold and a few days later... out pops a wall, a dome, or whatever. If they can keap a yeast starter alive, they can still be using this stuff.  

Strolen wrote:
This substance, if it is actually strong enough, could make for some VERY interesting architecture and could define different wards by the person that made/designed them. They could also develop the Japanese type roofs for 'deflecting' evil from above. Depending on the weight it wouldn't be a big stretch to make a ward 'ceiling' to protect from the uninvited warping guests. At least have somebody that has mastered the art to make something spectacular. Adobe is fine, but something out of the ordinary might be fun too.

Originally, the first sites were designed to be utilitarian. However, when they became clusters (and they found out about the very large flying creatures), they needed to create things that were defensible from the air.  Certain things they probably did at that time became more difficult as helpful, as they developed their own "air force" and zhan falls dictate certain design considerations.  

I had not thought about the Japanese roofs. And the First three or so sites should have some impressive buildings of a different style.  However, these people came from Canada and the Northern US in the late 22nd century... would they know of these roofs?
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#86 A peaceful world
« Reply #86 on: May 29, 2003, 04:52:37 AM »
Moonhunter wrote:
Warfare is unknown on Kerren. Humans do not kill other humans on a large scale (though duels, near lethal brawls, and murders) do happen.  

Strolen Wrote:
Just have a hard time grasping it. All peace and harmony is hard to swallow. Of all the warrens that got to be pretty much segregated because of the nature of the land, there has got to be a Prime Warden or Warden that has opposing views. It is a dangerous place, fit of the fittest and smartest. A land of peace just needs to be justified better to me other then religion. How long have they been here again? Maybe my perspective is skewed. If it has been more then a few generations then I would have to say some kind of ward vs. ward battle is almost inevitable at some point. Maybe there was one in the history and all involved were killed so it doesn't happen again now those that are against the norm are all underground.

Will have to see if you have a series of laws that make it extreme enough to not even want to start a brawl which may grow over time to civil unrest in a warden or something.

First, the colonists created a communal, community orriented society.  You supported any human who came by because they only were one of yours.  

Secondly, the colonists are always under external threat.  Why they might intrigue against each other, the ringing of an alert bell makes everyone on the same side.  Wards often need help from other Wards because if Zhan touch down or Zhani prowl about, everyone looses.  

Thirdly, they have the tournaments to act as their releases.  Since status and prestige are the currence of the Warden council, success in the tournaments can assist in your ward's effective power.  

Fourth: Fewer people than most cultures.  

Fifth: They are living under a central ruler, who is assigned rather than inherited.  Every warden has the chance of being the High Warden... if they throw their dice right.  

Six: Trade is an effective tool for conflict as well.  

I guess it could happen, but it would be a world changing sort of event.  The sort of things that would occur if the ward council broke down- I guess I have a new Meta-plot option.
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Offline CaptainPenguin

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The world of Kerren
« Reply #87 on: May 29, 2003, 05:07:06 PM »
Actually, many centralized rulers tend to start wars, eventually.
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Offline MoonHunter

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#War, Whats it good for... Huh.. Nothing...
« Reply #88 on: May 30, 2003, 03:17:44 AM »
Captain Penguin wrote:
Actually, many centralized rulers tend to start wars, eventually.


In this case, against who?  The centralized ruler is in charge of the entire world.  

Civil war? Possible, but less likely given the points stated above.  Also these people know about the history of Terra. They know about war and it being one of the reasons they came here.  

If two wards are in conflict, it is never open conflict.  There might be some duels between ryders, tournaments might get a bit heated and their might be cheating, some trade cut off, and a few disappearances- possibly an assasination, but no open warfare between the two.  This is more of a soap opera world, so you would get lots of low level interaction, rather than high level warfare.  The one that breaks the peace in an open fashion, has a good portion of the rest of the world against them. Also no trade... which for some wards means no food.  The agressive warden would be caught, stripped of power, and probably killed.  Those supporting him, the same.

How? dozens of Ryders would come down on them, with gas grenades (from central stock) and lasers (still have a few around), and all sorts of things.  Open warfare? At best it would be 21 ryders vs 60 to 90 ryders. More of a police action really. Those that escape can only go so many places.  

Fielding an army that can't fly on Kerren is pretty pointless. You can't get them anywhere fast enough to do any good (Figure 300-600 miles between Warrens with megafauna and no roads).   Ryders are all that count.

Lets say their was a schism in the High Council and two people claim being the high warden, with appropriate numbers of people supporting them.   You get the same level of warfare you had above, just with more of it.    

What you would get is more of a war of opinions, as the person with enough support becomes the High Warden and the other person goes away.  With dragons, news can be anywhere in the world in under an hour.  Support is the big things, as these people like their orderly little society.  

Could they have an open war, sure. But imagine what happens when a zhan storm occuring while a conflict is occuring.  Do they stop? Do they sacrifice the ground below for their cause?  Do they want the bad blood for the grounders? Nope.  They have been trained and culturally endoctrinated to band together and take out the Zhan/ Zhani/ or megafauna.  

So... you would get a quiet war of small confict and personal vendettas.
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Offline Ria Hawk

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« Reply #89 on: May 30, 2003, 10:27:37 PM »
That's a reasonable system, and very well thought out.  But you have to keep one thing in mind.  Humans are not reasonable creatures by nature.  Sometimes we do downright stupid stuff, occasionally bordering on suicidal.  Idealists are not exempt.  Sooner or later, someone's going to start something he probably shouldn't have.
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Offline MoonHunter

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Dragon thoughts....
« Reply #90 on: May 31, 2003, 02:39:31 AM »
Dragons are a key part of the Kerren ecology and the dominant native animal in the world.  
.  
They are not the largest creature, nor the strongest, nor the fastest, nor the most dangerous, in all the world.  Humans aside, they are the most intelligent.  They maintain the animal populations in territories, by selective hunting of species.

The Dragons, like several species of Kerren have the ability to sense and manipulate the energy field known as Warp.  They use their ability to both fly and  migrate great distances by moving through warp.

Physically, the Dragons are large Hexepods, six limbs with both a long neck and tail. Four of those limbs are legs, two are wings.  These 400 Kg creatures have bodies are 2 meters long, with a 1 meter neck and a 2 meter tail.  Their wingspan is 6 meters. There forelegs are small and weak when compared to the main rear legs, which are .75 meters long.  All their legs end in sharp claws, with slightly opposable digits.  These claws are formidable weapons and capable of digging through soft rock. (Note: these sizes are for the larger Partnered Dragons, Wild Dragons are 75% smaller.)
   The have gas bladders inside of themselves to assist in lift and generating the fire bursts.
   The dragons could not fly with gas bladders and muscles alone.  It appears their ability to warp allows them to generate lift as they push through the warp.  

Dragons are Omnivores. While they prefer meet, they also eat plants.  In an odd addition, they also eat certain rocks.  The eating of rocks not only helps to clean out their intestinal system, but generates the gas that helps them fly and belch fire.

   They generate Fire breath (by eating rocks and certain foods)
   They can fly at a Fast pace.

They are pack animals, living in large social groups called Prides.  A wild pride, will have a dominant mated pair (Alphas) and 5-19 additional adults, and 6-12. Partnered dragons will live with their Ryder Wings in groups of seven, with a given Ward having one to five wings.  

They live in cliff side caves that are in common in high mountains of Kerren terrain.

With a wild pride, only the mated pair will breed. After their bi yearly mating flight, a clutch of 6 eggs is produced. The genders of young are evenly distributed.  In partnered dragons, the adult pride members all participate in the mating flight. However, only one pair will “winâ€? the flight and be the breeding pair for year.  


Wild Dragons migrate four times a year to new regions in their ranges. Partners Dragons do not migrate, as humans help supply their needs through the other times.  

They are sensive to warp energies.  
They instinctively attack Zhan and Zhani.

   They are pride animals.. they think in terms of the group and their friend.

They are humankind’s partner.  
They are an telepathic herd creature with an instinctive hatred of Zhan.  


They are more than instincts, they are very, very smart.  
They are not quite human/ sentient smart, but they are close.  They have a 150 active word vocabulary (A smart, well trained terrestrial dog has a 40 to 50 active word vocabulary, a toddler has an 800 active word). The words dragons know are a combination of a dragon’s language and human language.  
   They have learned more language because of their relationship with humans.  The dragons that returned to the wilds after their warrens fell to disuse brought human language with them.  

   They have the ability to enter warp lines and exiting out somewhere else down the warp line. Wild dragons only warp during the seasonal migrations (4 times a year, around the time of the equinoxes and solstices) to the regular grounds. With a bonded Ryder, a dragon can warp other times a year.  The dragon must be airborn. They can not be touching or connected to the ground, nor any body of water, larger than a deep puddle. The partners must have a clear picture of the destination in their mind (or line of sight) to begin the search.  Once set, the partners spend 1-20 impulses of open flying to find an appropriate warp line to reach the desired destination (within the Far range it can have).  With some familiarity with the destination (i.e. several warps to it) from a given location, can cut the time down to 1-10 impulses (1d20/2) for common destinations or 1-6 (1d20/3) for frequented destinations.  It takes a minimum of one impulse free flying to find a warp line.  The character arrives on the top of the next impulse.  
It should be noted that the borders of a given Ward are within the Far distance from the Warren. Some Wards protect Outlands that are beyond that distance, taking two warps to reach them.  It normally takes two to four warps (depending on the intervening Outlands) to travel between Wards.
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Glowing things....
« Reply #91 on: June 14, 2003, 03:54:14 AM »
Phytoplankton are microscopic organisms that thrive in cold, nutrient-rich waters. They use photosynthesis, like their land-based plant relatives, to convert sunlight into energy. It is the chlorophyll in these organisms that gives them their greenish hue, and this hue, when combined with the deep blue of the water, creates sparkling jewel tones of blues and green.

I should put this in the water.  This is what happens to the goop that creates glowmoss when it hits the water.  Most of the Zhan DNA is denatured by the saline.  However, the glowgoop is zenogenetic and from the same place.  It has created glow plankton in the water.    

However, this means that swamp land and oceans will have an errie green glow at night.  Almost enough to see by.  However, glow plankton can be used to make green snap sticks, like the ones we currently have.  


On another tact...
I was thinking that this planet has had a mass extinction or two.  The dinosars had four modal extinctions, creating the different eras of dino development.  

I think the draconian line is the last of the hexopodal (six limbed) creatures that are not insects.  Most of them died out in the las modal extinction.  This makes the rest of the animals quadrapodal (four limbed).  This will make it easier on the players and avoids the Barsoomian references.  So now most critters have four limbs, a neck and a tail.  Easier on everyone.
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Offline CaptainPenguin

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« Reply #92 on: June 14, 2003, 05:22:11 PM »
Well, have you gotten your inspiration back yet?
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Offline manfred

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« Reply #93 on: June 16, 2003, 05:24:41 AM »
Really randomly:

Mosquitos:
...at the beginning of this all there was a short speculation about whether
Mosquitos sting Zhan monsters (thus spreading the infection), or avoid them. Third option: sting, get infected, but the resulting mutation deformes them to the point they can't fly (and maybe not even move) anymore. So infection after killing the original beast can happen, but is very improbable.


Anorganic materials
Random pseudo-religious attitude to add to some region: "...all is living, all is alive. This blessed place is full of life, and that's what it makes so wonderful. Back on Earth (or Terra or what), we destroyed the Nature and so began all our problems. We can and should act differently now. But we are LIVING, the dragons are living, even our houses and tools are the product of life... that's why we should not use unliving things!"

So metals, glass, stone and other anorganic materials are avoided if posssible, and other ways are sought to be in balance with Nature. People from this parts dislike anorganic materials and have often loooong speeches to people that don't.
Do not correct me, I know I am wrong.

Offline MoonHunter

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#94 misc
« Reply #94 on: June 16, 2003, 06:28:45 AM »
I have not gotten my groove back. two weeks between posts is long.

Mosquito option 3. So noted.

Hmmmm. Another plot complication to add in the plot complication list.  So Noted.  

I was really trying to create a world without clerics. However, it seems that a holy man archetype might actually be unescapable.
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Offline CaptainPenguin

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« Reply #95 on: June 16, 2003, 01:44:57 PM »
Well, it's pretty much a given that someone, somehow, will be religious. Even some scientists believe in God. It's all a matter of how one looks at things.
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To limb or not to limb... that is the question...
« Reply #96 on: June 30, 2003, 02:17:15 AM »
I think that all Kerren native creatures will be hexopodal (six limbed) and all terran creatures quadropodal (four limbed).  It adds to the alieness of the world... it also allows for winged quadropeds (four feet and two wings).  

For omnivores and carnivores, the middle set is normally the longest limbs, with the rear set being shorter but closed to the same size, and the fore set being the shortest, yet usually the most "weaponed".  The front limbs are the fighting limbs, but are used in mobility for being "all terrain" or "better manuverability".  The middle limbs are usually the primary mobility set, paired with the rear set for superior speed.  

For herbavores, all three sets of legs should be the same lengtht, with the fore limbs perhaps with smaller hooves.  

Is this important to the average player and GM, No.  It will be important when a GM decides to make up their own animals.  

All the basic megafauna are going to be scaled up versions of our terrestrial ecology.  So the "Bear" will be Kodiak sized, with thicker pebbly scaled hide (the equivalent of heavy fur protection). The Elk/Deer, are huge herbavores of the 3 meter variety with huge horned racks.  

Add a few basic later period dinosaurs that we all knew and loved as children, (with there names filed off and six limbs) to make  them unique.  

By adapting "real" ecologies with analogous animals, I get a "real" feeling environment with less work.  

The only odd creatures are the Draconian series... Dragons, Chirpers/ Dragonites, Jumpers, Swimmers, Gliders.  I need better names for the others.
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Hawking and other terrestial critter
« Reply #97 on: June 30, 2003, 03:27:01 AM »
Hawking is a popular past time on Kerren. Raptors, being endangered on Earth- even as domesticated critters, came along with the other Terran animals. Many people on the ship thought that it would ideal to revive hawking in their lower tech society they were making.  The idea was to use them as pets and as hunting/ pest control.  (Well that was there intended idea, the real idea was to save the critters from extintion on Terra). When they got here, Hawking seemed ideal. There is always a lot of rabbit sized game (or rat sized insects). They should be food items themselves, but raptors are too fast for Gliders and other Kerren flyers. But they are in danger when they rest and breed (trees and cliff dwelling is a bad survivial habit for smaller animals on Kerren). Originally, this was a hobby for the Warren folk, but the Dragons tend to try and snack on the raptors.  The highborns not in the Warren and other folk took on the hobby and saved them.  

There are a few freeborn Raptors on Kerren, but very, very few.  

There are two other Terran animals that have survived.

K10s.. genetically enhanced dogs.  Smarter than conventional dogs (wolf smart... i.e. the intelligence of a 2 year old), stronger, faster, able to climb more easily, larger (average 35 kgs).  They were originally slated to be humankind's partner on Kerren.  Things turned out a bit different.

Cats.. they are pretty much the same animals that you know on Earth today.  

K10s and Cats are pet animals on Kerren. They are not commonly pets in Warrens, as the Dragons don't see them as pets... they see them as fun snack food.  Ward folk however, love their cats and K10s.  

The other terrestrial animals that came with the colonists were all farm animals.  They did not survive the megafauna. If they had not created an electric fence, they might of survived.  It is a good thing Gips were practically domesticated when the colonists arrived.
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#98 Zhani Dragons
« Reply #98 on: July 01, 2003, 02:27:11 AM »
Zhan infected creatures are monsters on a planet of monsters.  They tend to be carnivores, as they could be infected directly or eat a zhan infected herbavore (who could of been primary or been infected by eating zhan infected plants).  Zhans are mutated monsters that should not be able to breed and so on...

And then it hit me... this is technically a fantasy...

So Zhan, if they survive for long enough and have a zhani of the same breed and general mutations, can breed "normally".  This allows for another vector to create Zhan.  

Since Dragons, and all the Dranconic critters, have an instinct to destroy Zhan.  Perhaps their sensitivity to Warp allows them to "feel" the presence of Zhan.  This ability will insure that a draconic will always be in the area of a zhan.  Which means they will be prime canidates for becoming Zhani.

Yes.. the most scary critter on the planet... the dragon... can be mutated and made even more dangerous. They become Grey Dragons.  There are still wild prides of dragons out there far away from Wards. An infected one can then infect those in its pride.  The pride can then breed as well. These creatures can then be the greatest danger to Ryders, as they will be attracted to Zhan (but won't attack it).  Thus increasing the Grey areas away from the Wards and Ryders.
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Offline CaptainPenguin

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« Reply #99 on: July 01, 2003, 01:36:18 PM »
So, now do you have your inspiration back?
Currently Reading: "Kafka On The Shore" by Haruki Murakami

Currently Listening To: "Piece Of Time" by Atheist